On a cross-platform source tree there are files that:
(a) should keep their unix LF line endings (e.g., shell scripts),
(b) should keep their DOS CR+LF line endings (.inf files), and
(c) should switch whatever the user prefers and have CR & CR+LF treated
indiscriminately (C/C++ source files).
For
On Wed, 2008-02-27 at 11:26 -0500, Adam Jackson wrote:
> On Tue, 2008-02-26 at 11:17 -0800, Dan Nicholson wrote:
> > On Tue, Feb 26, 2008 at 11:06 AM, Adam Jackson <[EMAIL PROTECTED]> wrote:
> > >
> > > February 29: Branch 1.4.99.901, no new features
> >
> > Out of curiosity, which version of me
Chris Rankin wrote:
> --- Markus Amsler <[EMAIL PROTECTED]> wrote:
>
>> !ARBvp1.0
>> ATTRIB v18 = vertex.normal;
>> MOV result.position, vertex.position;
>> END
>>
>> lock up my r300 (but not Chris Rankins?).
>>
>
> This vertex program gives me a black triangle on a grey background, and no
Ian Romanick wrote:
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> [EMAIL PROTECTED] wrote:
>
> | I tried the gallium branch on my ps3. Unfortunately, all opengl
> programs segfault. I'm not sure, but I remember that SDK 3.0 (on fc8)
> was not supported - is this still the case?
>
> To bu
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[EMAIL PROTECTED] wrote:
| I tried the gallium branch on my ps3. Unfortunately, all opengl
programs segfault. I'm not sure, but I remember that SDK 3.0 (on fc8)
was not supported - is this still the case?
To build with SDK 3.0 you need to add "-DSPU_
--- Markus Amsler <[EMAIL PROTECTED]> wrote:
> !ARBvp1.0
> ATTRIB v18 = vertex.normal;
> MOV result.position, vertex.position;
> END
>
> lock up my r300 (but not Chris Rankins?).
This vertex program gives me a black triangle on a grey background, and no GPU
lockup.
$ ./vp-tris ~/attrib18.txt
--- Markus Amsler <[EMAIL PROTECTED]> wrote:
> For me it blows completely wrong
> Here's a screen shot: http://oribi.org/linux/mesa/wow_flag.png
> It's even wrong with software renderer (7.0 and git), so I doubt its mesa.
> What version of wine are you using?
Yes, your banner is fluttering severa
Chris Rankin wrote:
> --- Markus Amsler <[EMAIL PROTECTED]> wrote:
>
>> Chris, does the flag on the bottom-right corner off the startscreen also
>> behave strange?
>>
>
> That flag is a ragged banner blowing in the wind here. Isn't that what you
> see?
>
> Cheers,
> Chris
>
For me it b
On Wed, Feb 27, 2008 at 10:04 AM, Kristian Høgsberg <[EMAIL PROTECTED]> wrote:
> On Wed, Feb 27, 2008 at 12:43 PM, Dan Nicholson <[EMAIL PROTECTED]> wrote:
> > On Wed, Feb 27, 2008 at 8:26 AM, Adam Jackson <[EMAIL PROTECTED]> wrote:
>
> > > Aah, the Mesa question. I love this part.
> > >
> >
Hello Brian,
On Wednesday 27 February 2008 16:18:40 Brian Paul wrote:
> Brian Paul wrote:
> > [EMAIL PROTECTED] wrote:
> >> Hi,
> >>
> >> I tried the gallium branch on my ps3. Unfortunately, all opengl
> >> programs segfault. I'm not sure, but I remember that SDK 3.0 (on fc8)
> >> was not support
--- Markus Amsler <[EMAIL PROTECTED]> wrote:
> Chris, does the flag on the bottom-right corner off the startscreen also
> behave strange?
That flag is a ragged banner blowing in the wind here. Isn't that what you see?
Cheers,
Chris
On 2/27/08, Philipp Klaus Krause <[EMAIL PROTECTED]> wrote:
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> Stephane Marchesin schrieb:
>
>
> >
> > Basically, this means that the zbuffer values cannot be read from the
> > CPU to do proper fallbacks (i.e. for emulating things the card can
On Wed, Feb 27, 2008 at 12:43 PM, Dan Nicholson <[EMAIL PROTECTED]> wrote:
> On Wed, Feb 27, 2008 at 8:26 AM, Adam Jackson <[EMAIL PROTECTED]> wrote:
> > Aah, the Mesa question. I love this part.
> >
> > DRI2, unlike pciaccess, is not a complete switchover. Both the DDX and
> > the DRI dri
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Stephane Marchesin schrieb:
>
> Basically, this means that the zbuffer values cannot be read from the
> CPU to do proper fallbacks (i.e. for emulating things the card cannot
> do itself) because the zbuffer is compressed.
Does that mean that all pro
On 2/27/08, Hanno Böck <[EMAIL PROTECTED]> wrote:
> Am Dienstag 26 Februar 2008 schrieb Stephane Marchesin:
>
> > As far as I recall, we never went through the hoops of fixing software
> > fallbacks when hyperz was enabled. This means that those do not work,
> > basically.
>
>
> Ok, and what does
Am Dienstag 26 Februar 2008 schrieb Stephane Marchesin:
> As far as I recall, we never went through the hoops of fixing software
> fallbacks when hyperz was enabled. This means that those do not work,
> basically.
Ok, and what does that mean? :-) Sorry, my knowledge of the deeper details is
limit
On Wed, Feb 27, 2008 at 8:26 AM, Adam Jackson <[EMAIL PROTECTED]> wrote:
>
> On Tue, 2008-02-26 at 11:17 -0800, Dan Nicholson wrote:
> > On Tue, Feb 26, 2008 at 11:06 AM, Adam Jackson <[EMAIL PROTECTED]> wrote:
> > >
> > > February 29: Branch 1.4.99.901, no new features
> >
> > Out of curiosi
On Tue, 2008-02-26 at 11:17 -0800, Dan Nicholson wrote:
> On Tue, Feb 26, 2008 at 11:06 AM, Adam Jackson <[EMAIL PROTECTED]> wrote:
> >
> > February 29: Branch 1.4.99.901, no new features
>
> Out of curiosity, which version of mesa is being targeted? I would
> assume master since that's what you'
Brian Paul wrote:
> [EMAIL PROTECTED] wrote:
>> Hi,
>>
>> I tried the gallium branch on my ps3. Unfortunately, all opengl
>> programs segfault. I'm not sure, but I remember that SDK 3.0 (on fc8)
>> was not supported - is this still the case?
>>
>> Here is some strace output I got running glxinfo:
[EMAIL PROTECTED] wrote:
> Hi,
>
> I tried the gallium branch on my ps3. Unfortunately, all opengl programs
> segfault. I'm not sure, but I remember that SDK 3.0 (on fc8) was not
> supported - is this still the case?
>
> Here is some strace output I got running glxinfo:
>
> ...
>
> Is there s
--- Markus Amsler <[EMAIL PROTECTED]> wrote:
> No problem with multiple windows here. I run wow in windowed mode
> without winedesktop you too? I can't test flame/cloud because currently
> i have no wow account, but it sounds like a vertex/fragment shader bug.
> Chris, does the flag on the bottom
Jerome Glisse schrieb:
> On Wed, 27 Feb 2008 10:36:49 +0100
> Markus Amsler <[EMAIL PROTECTED]> wrote:
>
>> nks for pushing, but it doesn't solve my problem :(
>> Idiotic, but valid wow-shaders like
>>
>> !ARBvp1.0
>> ATTRIB v18 = vertex.normal;
>> MOV result.position, vertex.position;
>> END
>>
On Wed, 27 Feb 2008 10:36:49 +0100
Markus Amsler <[EMAIL PROTECTED]> wrote:
> Jerome Glisse wrote:
> > On Tue, 26 Feb 2008 00:47:50 +0100
> > Markus Amsler <[EMAIL PROTECTED]> wrote:
> >
> >
> >> This time thoroughly tested (well only on r300).
> >>
> >> WoW in opengl mode hangs the r300 GPU (a
Hi,
I tried the gallium branch on my ps3. Unfortunately, all opengl programs
segfault. I'm not sure, but I remember that SDK 3.0 (on fc8) was not supported
- is this still the case?
Here is some strace output I got running glxinfo:
...
spu_create(0xffea437c, 0, 0x1c0, 0, 0x8000) = 4
openat(4,
--- Markus Amsler <[EMAIL PROTECTED]> wrote:
> Thanks for pushing, but it doesn't solve my problem :(
> Idiotic, but valid wow-shaders like
>
> !ARBvp1.0
> ATTRIB v18 = vertex.normal;
> MOV result.position, vertex.position;
> END
>
> lock up my r300 (but not Chris Rankins?). I could also handle i
Jerome Glisse wrote:
> On Tue, 26 Feb 2008 00:47:50 +0100
> Markus Amsler <[EMAIL PROTECTED]> wrote:
>
>
>> This time thoroughly tested (well only on r300).
>>
>> WoW in opengl mode hangs the r300 GPU (at least my RV350) due to an
>> uncommon vertex program. It defines an attibute (ATTRIB v18 =
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